Using this mod, it's possible to enchant the same item infinitely and keep getting new enchantments from it. Maybe there could be a setting that prevents using the enchantment table on items that have previously been disenchanted?
Vanilla anvils will make items take more xp to repair the more they've been repaired, see https://minecraft.wiki/w/Anvil_mechanics#Prior_work_penalty . Would doing the same thing be a good idea? You could probably just reuse the vanilla repair cost component even.
On 2026-07-07 09:08:55, offsetmonkey538@proton.me wrote:
Vanilla anvils will make items take more xp to repair the more they've been repaired, see <https://minecraft.wiki/w/Anvil_mechanics#Prior_work_penalty>. Would doing the same thing be a good idea? You could probably just reuse the vanilla repair cost component even.
Ooh, that's a good idea. I hadn't even considered using it for that purpose, but it would also solve the problem I brought up in the original thread, in that I'd have to store this flag somehow (and I can't use a custom component because of vanilla compatibility). Not sure whether to use the same formula as vanilla (2n+1) though. Disenchantment is already very expensive, and exponential growth could get ridiculous here. Could make it configurable, maybe, as well as how the repair cost is factored into the disenchantment cost. I guess I'll take any excuse to make cost functions even more complex 🙃
participants (2)
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mschae
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offsetmonkey538@proton.me